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		<title>Jholsenback: 1 revision: Reference Migration Initial Load</title>
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		<updated>2012-03-15T19:05:07Z</updated>

		<summary type="html">&lt;p&gt;1 revision: Reference Migration Initial Load&lt;/p&gt;
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		<author><name>Jholsenback</name></author>
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		<id>https://wiki.povray.org/content?title=Reference:Bounded_By_Object_Modifier&amp;diff=6771&amp;oldid=prev</id>
		<title>Jholsenback: 1 revision: Initial Load (TF)</title>
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		<updated>2012-03-11T22:27:12Z</updated>

		<summary type="html">&lt;p&gt;1 revision: Initial Load (TF)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Object Modifiers]]&lt;br /&gt;
{{#indexentry:bounded_by, object modifiers}}&lt;br /&gt;
{{#indexentry:object modifiers, bounded_by}}&lt;br /&gt;
&amp;lt;p&amp;gt;The calculations necessary to test if a ray hits an object can be quite&lt;br /&gt;
time consuming. Each ray has to be tested against every object in the scene.&lt;br /&gt;
POV-Ray attempts to speed up the process by building a set of invisible&lt;br /&gt;
boxes, called bounding boxes, which cluster the objects together. This way a&lt;br /&gt;
ray that travels in one part of the scene does not have to be tested&lt;br /&gt;
against objects in another, far away part of the scene. When a large number&lt;br /&gt;
of objects are present the boxes are nested inside each other. POV-Ray can&lt;br /&gt;
use bounding boxes on any finite object and even some clipped or bounded&lt;br /&gt;
quadrics. However infinite objects (such as a planes, quartic, cubic and&lt;br /&gt;
poly) cannot be automatically bound. CSG objects are automatically bound if&lt;br /&gt;
they contain finite (and in some cases even infinite) objects. This works by&lt;br /&gt;
applying the CSG set operations to the bounding boxes of all objects used&lt;br /&gt;
inside the CSG object. For difference and intersection operations this will&lt;br /&gt;
hardly ever lead to an optimal bounding box. It is sometimes better&lt;br /&gt;
(depending on the complexity of the CSG object) to have you place a bounding&lt;br /&gt;
shape yourself using a &amp;lt;code&amp;gt;bounded_by&amp;lt;/code&amp;gt; statement.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Normally bounding shapes are not necessary but there are cases where they&lt;br /&gt;
can be used to speed up the rendering of complex objects. Bounding shapes&lt;br /&gt;
tell the ray-tracer that the object is totally enclosed by a simple shape.&lt;br /&gt;
When tracing rays, the ray is first tested against the simple bounding shape.&lt;br /&gt;
If it strikes the bounding shape the ray is further tested against the more&lt;br /&gt;
complicated object inside. Otherwise the entire complex shape is skipped,&lt;br /&gt;
which greatly speeds rendering. The syntax is:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BOUNDED_BY:&lt;br /&gt;
  bounded_by { UNTEXTURED_SOLID_OBJECT... } |&lt;br /&gt;
  bounded_by { clipped_by }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Where &amp;lt;em&amp;gt;UNTEXTURED_SOLID_OBJECT&amp;lt;/em&amp;gt; is one or more solid objects which&lt;br /&gt;
have had no texture applied. For example:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
intersection {&lt;br /&gt;
  sphere { &amp;amp;lt;0,0,0&amp;amp;gt;, 2 }&lt;br /&gt;
  plane  { &amp;amp;lt;0,1,0&amp;amp;gt;, 0 }&lt;br /&gt;
  plane  { &amp;amp;lt;1,0,0&amp;amp;gt;, 0 }&lt;br /&gt;
  bounded_by { sphere { &amp;amp;lt;0,0,0&amp;amp;gt;, 2 } }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The best bounding shape is a sphere or a box since these shapes are highly&lt;br /&gt;
optimized, although, any shape may be used. If the bounding shape is itself a&lt;br /&gt;
finite shape which responds to bounding slabs then the object which it&lt;br /&gt;
encloses will also be used in the slab system.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
While it may a good idea to manually add a &amp;lt;code&amp;gt;bounded_by&amp;lt;/code&amp;gt; to&lt;br /&gt;
intersection, difference and merge, it is best to &amp;lt;em&amp;gt;never&amp;lt;/em&amp;gt; bound a&lt;br /&gt;
union. If a union has no &amp;lt;code&amp;gt;bounded_by&amp;lt;/code&amp;gt; POV-Ray can internally&lt;br /&gt;
split apart the components of a union and apply automatic bounding slabs to&lt;br /&gt;
any of its finite parts. Note that some utilities such as &amp;lt;code&amp;gt;&lt;br /&gt;
raw2pov&amp;lt;/code&amp;gt; may be able to generate bounds more efficiently than&lt;br /&gt;
POV-Ray's current system. However most unions you create yourself can be&lt;br /&gt;
easily bounded by the automatic system. For technical reasons POV-Ray cannot&lt;br /&gt;
split a merge object. It is maybe best to hand bound a merge, especially if&lt;br /&gt;
it is very complex.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;Note&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; If bounding shape is too small or positioned incorrectly it may&lt;br /&gt;
clip the object in undefined ways or the object may not appear at all. To do&lt;br /&gt;
true clipping, use &amp;lt;code&amp;gt;clipped_by&amp;lt;/code&amp;gt; as explained in the previous&lt;br /&gt;
section. Occasionally you will want to use the &amp;lt;code&amp;gt;clipped_by&amp;lt;/code&amp;gt; and&lt;br /&gt;
&amp;lt;code&amp;gt;bounded_by&amp;lt;/code&amp;gt; options with the same object. The following shortcut&lt;br /&gt;
saves typing and uses less memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
object {&lt;br /&gt;
  My_Thing&lt;br /&gt;
  clipped_by{ box { &amp;amp;lt;0,0,0&amp;amp;gt;,&amp;amp;lt;1,1,1 &amp;amp;gt; }}&lt;br /&gt;
  bounded_by{ clipped_by }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This tells POV-Ray to use the same box as a bound that was used as a&lt;br /&gt;
clip.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jholsenback</name></author>
	</entry>
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